Nullification and WCS Updates – testing has begun!

As many have said making nullification a fitting option is a better option than this. You want a nullified interceptor then no weapons, you want an interceptor with weapons then no nullification, that makes sense, it’s a fitting option you have to make.

T3Cs already get hit with massive penalties with a nullification subsystem fitted, as it should be. You have to make that choice if you want to fly one. You’ll lose some combat capability, or whatever, but you’ve gained nullification, that’s a completely reasonable thing.

T3Cs and interceptors are completely different ships with completely different uses. Hitting them with the same hammer makes no sense.

I actually quite like the idea of active WCS but either make them limited to certain hulls or include them alongside passive WCS with fitting implications for whatever decision you make.

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not sure why you are replying to me I’m not CCP

The descriptions of ships and T3c subsystems are not updated on Singularity and still show “immunity to non-targeted interdiction” as the role bonus…

Fitting “Interdiction Nullifier I” module to the T3c is possible even if “Interdiction Nullifier” propulsion subsystem is not installed.

Installation of “Loki Propulsion - Interdiction Nullifier” subsystem and “Interdiction Nullifier I” module together gives me following values:

  • Maximum Targeting Range reduced by -20 km by subsystem AND -25% by module = 42.19 km
  • Scan resolution reduced to 150 mm (!) - locking that Loki (185 m signature) will take 8 seconds… locking frigate… 16 seconds… plus sensor recalibration delay if cloaked…
  • Drone Bandwidth - real joke… reduced to 12.5 Mbit/sec - for projectile/support subsystem, 25 Mbit/sec - for launcher subsystem

Installing just nullifier module and any other propulsion subsystem makes it even worse:

  • Targeting Range: 40.63 m

So nullified T3cs lose 1 low slot for module, 1-2 mid slots for sensor boosters to compensate miserable scan resolution and range. Their dedicated “nullified propulsion” subsystem bonus can be ignored because it introduces more penalties (agility, scan resolution, targeting range) than real benefits.

Yes, these are good ideas

Dear CCP. In the past the players have been provided driving cause for changes. Such as war-decs were changed for reasons of retention, or the recent industry changes were about addressing the imbalance between creation and destructions of material. But here, an answer has been offered but no question supplied.

As a DST pilot I would keen to see how these changes how and where I can fly. But I want to know the why in the first place.

If you want some feedback, I would start here. Why is the MMWJD in the DST cannot be front loaded instead of spool up. I can say from first hand experience that the spool up makes the option to fit MMWJD worthless.

mwd back to gate crash, mwd back to gate on other side crash, activate module warp out.

I agree, I think speed is much more helpful than warp stabbies, use to smuggle blueprints in and out of null on another toon using a travel fit slasher. never once died despite running into 20-30 man gate camps at times.

What is the point of the duration bonus on some hulls? The nullification deactivates when you enter warp (and also that is the only time in a warp when having it or not matters), or when you jump a gate. So is the duration bonus so that fleet interceptors can fly around on grid with it active for 20 seconds and then warp off? I don’t understand what the point of this bonus is.

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Fixed bubble immunity and Warp Core Stabilization are too easy? CCP want to make them modules and be able to add them to new ship hulls.

All around negative to interceptors. Fair fix: add 3rd rig slot to all hulls… 2 new rigs T1 and T2 variants… Travel rig reduces cooldown for new module(T2 rig makes it negligible)… Combat rig reduce range penalty(T2 rig makes it negligible)…these rigs are limited to interceptors… the rig slot can be used to compensate for the loss of a low slot making the new module less useful

Fair fix: T3C Interdiction Nullifier subsystems should negate the penalties from the module itself and adjust to +2 low slots…

Warp Core Stabilization… Fair fix: new rigs that add strength… offsetting the limit of 1 stab

That’s my 2 cents… returning to my ship spinning potato mode

You can, but it does not help, because you have to get to 0 on the fully bubbled gate to jump. How do you do that other than slowboat from the bubble edge? The only way is to light your nulli module before you initiate warp … and then you are on a 150s cooldown. Which means you either wait on the gate at zero for about 1.5 minutes or jump and try slowboating out of the other side’s bubble.

Nah sorry youve totally lost me. No idea how thats supposed to work.

Ill take your word for it.

On cloaky ship sure, if I get what you mean by crashing (jumping on both side of the same gate) but non cloaky will just die to camp.

if you fit a ship with one of these modules it would be useless for normal stuff so no point not fitting a mwd and cloak on so you can crash the gate on both sides until the timer is down.

Null regions will become less active. Good job CCP. I do not know, who is the current game designer in company now, but I suggest you fire him/her/it and employee those, who made your game more interesting.

Last real PvP buff was the removal of skill queue penalty once you got podded. After this all your changes did harmed PvP in big way. Mainly through removing targets (make life harder does not encourage people to fly into dangerous situations) and the recent ‘starving’ approach effectively made people dodge the pvp even though they would go into it before.

Shame seeing this game dropping to the under average level… We really do not need another star citizen or world of tanks clone.

5 Likes

Scenario A:
Enter gate
Warp away from ganker.
Warp to celestial and cloak.
Wait for WCS to reset.
Win.

I see no reason why you can’t grab a random celestial and warp to it. You can use your gate cloak to look for any suspicious ships lurking around. Besides, if you get ganked by two gankers it literally won’t matter because they’ll apply 2 scrams and none of those fits would get away before or after these changes.

2 Likes

Of course they can. They complain that now you actually need to care about traveling, choose path and watch surroundings after jump to analyze situation.
Because for now they dont need to think about such things. They just press “jump next gate” and thats all

Okay so travel ceptors and T3C’s have been working fine the way they are why the ■■■■ are you trying to change that gameplay? CCP you idiots need to focus on garbage mechanics like cloaky camping you been saying you were going to fix for years now. Who needs or wants a module that sure will get you through the bubble to the gate but whats this the dictor pilot jumped through and bubbled the other side welp that module was useless great engaging gameplay CCP. Do you idiots even think about the changes you make?

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The answer is no, they don’t… Oh wait was your question rhetorical?

I’m concerned about a couple things. The most obvious is that T3C’s and interceptors are losing some of their main roles, and I don’t think the bonuses suggested are anywhere near good enough to keep their usefulness. I get there are problems with having the ability for interceptors in particular to have no way of effectively stopping them, but I saw another interesting idea here that might keep interceptors highly relevant in attacking bubbles. Give interceptors the ability to nullify a bubble itself rather than just for itself, so a whole new tactic can be designed to punch holes in bubbles. The T3C’s need a different bonus. I think they should have way less cooldown fitting their price, and maybe give them someting more like a subsystem that can break any scrams, at least between cool downs. But T3C’s are going to need something significant to even keep them relevant with this.

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If CCP makes this update, I will start looking for another project, it will be a pity for the time spent!!!

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